}
// TD winning condition:
-// game terminates if there are no generators (or 1 dies if td_dontend is TRUE)
+// game terminates if there are no generators (or 1 dies if td_dontend is FALSE)
float gensurvived;
float WinningCondition_TowerDefense()
{
self.pain_finished = self.nextthink;
self.anim_start_time = time;
- if(self.noalign)
+ if not(self.noalign)
{
- setorigin(self, self.origin);
+ setorigin(self, self.origin + '0 0 20');
tracebox(self.origin + '0 0 100', self.mins, self.maxs, self.origin - '0 0 10000', MOVE_WORLDONLY, self);
setorigin(self, trace_endpos);
}
self.view_ofs = '0 0 1' * (self.maxs_z * 0.5);
self.oldtarget2 = self.target2;
self.deadflag = DEAD_NO; // UNDEAD
- self.noalign = !nodrop;
+ self.noalign = nodrop;
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_MONSTERCLIP;
if not(self.ticrate)
self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_BOTCLIP | DPCONTENTS_CORPSE | DPCONTENTS_MONSTERCLIP;
- self.origin += '0 0 25'; // hopefully this fixes monsters falling through the floor
-
switch(self.monsterid)
{
case MONSTER_ZOMBIE: n_zombies -= 1; break;